Animation is treated as a range of numbers that go from 0 to 1 (float values)

You could do smth like this:

//This is the original compute function, which is called from fxMorph
whenever it needs to. For instance, in a 3seconds animation, at 50fps
(the default) this would be called 60 times (3000/50) and the delta
parameter holds a value that ranges from 0 to 1.

Fx.Morph.implement(
{
        compute: function(from, to, delta){
                //delta is a value ranging from 0 to 1.
                var now = {};
                for (var p in from) {
                        //p will have values in ['left', 'top', 'color', 
etc.....]
                        now[p] = this.parent(from[p], to[p], delta)
                };
                return now;
        }       
});

Maybe you could stick your code here, map the 0-1 value to the
rotation value of your example (if the value of your example ranges
0-360, you have to map 0-1 to 0-360)

Since this would interfere with ALL Fx.Morph Instances, I would advise
to place if/then and check wether you want to use the value or not....

But again, without a better example from yours... I cant imagine the
real use/scenario for this.

Hope this helps!!!
Iván

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